Method and system for administering a fantasy game

ABSTRACT

Disclosed is a system for administering a plurality of fantasy games having a game server for hosting the plurality of fantasy games, a client for connecting to the game server, a virtual lobby for accessing the plurality of fantasy games hosted on the game server, a first fantasy game which persists for a predetermined duration, and a scoring module for awarding points to the first fantasy team and the second fantasy team and for determining a winner between the first fantasy team and the second fantasy team at the expiration of the predetermined duration. The first fantasy game has a first fantasy team with a first plurality of roster positions, a second fantasy team with a second plurality of roster positions, and a fantasy draft wherein a first manager selects a first fantasy player corresponding to a first real-world performer in a first real-world event.

This invention claims the benefit of U.S. Provisional Patent ApplicationNo. 61/146,188 filed on Jan. 21, 2009, which is hereby incorporated byreference in its entirety.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The embodiments of the invention relate to an online fantasy game and,more particularly, to a method and system for administering an onlinefantasy game. Although embodiments of the invention are suitable for awide scope of applications, it is particularly suitable for an onlinefantasy game of short duration in which participants receive automatedsuggestions to participate in particular games based upon theparticipant's play history.

2. Discussion of the Related Art

In general, fantasy games are games that are based upon actions ofpeople in the real world at an event, such as a professional sportsgame. Participants in a fantasy game select a fantasy player or fantasyplayers which correspond a person or persons from the real world.Participants accumulate points when the selected persons perform certainacts in the real-world event. A participant wins in a fantasy game byaccumulating more points than other participants.

A fantasy game is hosted by a fantasy game provider, such as a websiteoperator. The participants in a fantasy game can be called managers andcompete with other managers in a group called a fantasy league. Afantasy league can be created and run by a commissioner on a serverprovided by the fantasy game provider.

Each manager has a fantasy team with a number of roster positions.Roster positions are filled, at the discretion of the manager, from apool of fantasy players. Within a traditional fantasy league, fantasyplayers are typically owned exclusively by a single manager andcorrelate to real-world performers. Fantasy players earn points fortheir fantasy team based upon a real-world performance of the real-worldperformer in a real-world event. Managers can trade or substitutefantasy players with a history of poor performances for other fantasyplayers. Roster changes may be made before the underlying real-worldperformance of a fantasy player has begun. Managers defeat an opponentby obtaining a higher score based upon the manager's prior selection offantasy players who collectively scored more points than the opponent'sfantasy players.

Typically, fantasy games are based on athletic competitions in the realworld. Exemplary athletic competitions include American football,baseball, basketball, and hockey. For example, a manager might scorepoints when a particular baseball player hits a home run or when abasketball player scores a free throw. However, fantasy games are notnecessarily limited to athletic competitions and can be based upon anyhappening in the real world.

To facilitate scoring in a traditional fantasy game, the fantasy gameprovider will procure and analyze statistics of the underlyingreal-world performances. Statistics refer to quantifiable informationabout the real-world player's performance. For example, a fantasy playermay accumulate points when the corresponding real-world player scores agoal. The statistics can be provided by an agent of the fantasy gameprovider who observes the real-world performances and tallies theattributes of the performance as they occur. Alternatively, thestatistics can be provided by a third party statistics service whichassimilates statistical data about underlying real-world performancesand makes them available to the fantasy game provider at a cost.

Statistical data is traditionally gleaned by a human who manuallyrecords attributes of the performance while the performance isoccurring. The performance is typically observed by watching a televisedbroadcast of the real-world event. The statistical data can besimultaneously uploaded to the internet for integration into a fantasygame hosted by the fantasy game provider. Statistical data typicallyinclude the name of the performer and quantifiable attributes of theperformer's performance.

In traditional fantasy games, a group of managers will join a leaguewhich is created and run by a commissioner. Managers then take turnsselecting fantasy players to fill their rosters in a fantasy draft. Oncea fantasy player has been selected by one manager, that same fantasyplayer cannot be selected by another manager. Fantasy players notinitially selected in the fantasy draft are called free agents and canbe selected by managers to fill roster positions later in the fantasygame.

In traditional fantasy games managers directly compete against othermanagers in periodic one-on-one competitions called matchups. Leaguerules dictate the duration of fantasy game, matchup schedules, andscoring methodology. The fantasy game typically persists for the entireset of underlying real-world performances. Matchups between managersoccur for a subset of the performances. For example, a fantasy game maycover an entire sporting season and matchups will occur for all games ina given week.

In a variant of the traditional fantasy game, each fantasy player isassigned a fantasy salary based on the market demand for that fantasyplayer. Each manager is given a “salary cap” and must staff the fantasyteam while the sum of all fantasy player's salaries under the salarycap. In this variant, the same fantasy player may be possessed bymultiple managers within the same fantasy league.

FIG. 1 is a flow chart illustrating the administration of a fantasy gameaccording to the prior art. As shown in FIG. 1, a commissioner engagesthe fantasy game provider to create 100 a fantasy league. After theleague is created, the commissioner invites 110 others to join theleague and compete as managers in a fantasy football game consisting ofa series of matchups amongst the managers. A typical league will haveeight to twelve managers. When the league has been formed and arequisite number of managers has joined, a fantasy draft is initiated120. During the draft, managers take turns selecting fantasy players tojoin their respective fantasy teams. When the managers have a full team,the draft is complete and the fantasy game can begin 130.

In traditional fantasy games managers are paired 140 into weeklyhead-to-head matchups. Each week managers are paired into a differentmatchup than the week before. However, the fantasy draft only occursonce and a manager carries fantasy players forward from one week to thenext. A fantasy game will typically last for the duration of a series ofan underlying real-world period, such as an entire football season. Atthe end of the fantasy game, the manager with the most matchup wins isdeclared 150 the winner of the fantasy game.

In some variants of the traditional fantasy game, a single eliminationfantasy tournament is held in the final weeks of the fantasy game. Theresults of previous matchups are used to determine eligibility andseeding for the fantasy tournament.

Traditional fantasy games take place over long periods of time such asan entire athletic season. Because fantasy games often persist for manymonths, managers may become disinterested in the game if their fantasyteam is performing poorly. Further, traditional fantasy games are closedto new managers after the game has begun. Additionally, managers withpoorly performing fantasy teams may become disenfranchised in the laterpart of the season and limit their participation or withdraw from thegame. Disinterested or withdrawing managers diminishes the fantasy gameexperience for the remaining managers.

SUMMARY OF THE INVENTION

Accordingly, embodiments of the invention are directed to a method andsystem for playing a administering an online fantasy game thatsubstantially obviates one or more of the problems due to limitationsand disadvantages of the related art.

An object of embodiments of the invention is to provide a system thatprovides a fantasy game which is completed in much less time thantraditional fantasy variants.

Another object of embodiments of the invention is to provide aninterface for managers to find and enter fantasy games.

Another object of embodiments of the invention is to suggest fantasygames to managers in which they may be interested.

Another object of embodiments of the invention is to provide a systemfor hosting a fantasy game in which managers compete directly againsttwo or more opponents at the same time.

Additional features and advantages of embodiments of the invention willbe set forth in the description which follows, and in part will beapparent from the description, or may be learned by practice ofembodiments of the invention. The objectives and other advantages of theembodiments of the invention will be realized and attained by thestructure particularly pointed out in the written description and claimshereof as well as the appended drawings.

To achieve these and other advantages and in accordance with the purposeof embodiments of the invention, as embodied and broadly described, themethod and system for administering an online fantasy game includes aclient for connecting to the game server, a virtual lobby for accessingthe plurality of fantasy games hosted on the game server, a firstfantasy game which persists for a predetermined duration, and a scoringmodule for awarding points to the first fantasy team and the secondfantasy team and for determining a winner between the first fantasy teamand the second fantasy team at the expiration of the predeterminedduration. The first fantasy game has a first fantasy team with a firstplurality of roster positions, a second fantasy team with a secondplurality of roster positions, and a fantasy draft wherein a firstmanager selects a first fantasy player corresponding to a firstreal-world performer in a first real-world event.

In another aspect, the method and system for administering an onlinefantasy game includes hosting the plurality of fantasy games on a gameserver, connecting to the game server with a client, providing a virtuallobby for accessing the plurality of fantasy games hosted on the gameserver, selecting a first fantasy game which persists for apredetermined duration, and a scoring module for awarding points to thefirst fantasy team and the second fantasy team and for determining awinner between the first fantasy team and the second fantasy team at theexpiration of the predetermined duration. The first fantasy gameincludes a first fantasy team with a first plurality of rosterpositions, a second fantasy team with a second plurality of rosterpositions, and a fantasy draft wherein a first manager selects a firstfantasy player corresponding to a first real-world performer in a firstreal-world event.

It is to be understood that both the foregoing general description andthe following detailed description are exemplary and explanatory and areintended to provide further explanation of embodiments of the inventionas claimed.

BRIEF DESCRIPTION OF THE DRAWINGS

The accompanying drawings, which are included to provide a furtherunderstanding of embodiments of the invention and are incorporated inand constitute a part of this specification, illustrate embodiments ofthe invention and together with the description serve to explain theprinciples of embodiments of the invention.

FIG. 1 is a flow chart illustrating the administration of a fantasy gameaccording to the prior art;

FIG. 2 is a flow chart illustrating the administration of a plurality offantasy games according to an embodiment of the invention;

FIG. 3 is a ledger illustrating scoring for a fantasy game based onfootball according to an embodiment of the invention;

FIGS. 4 a-4 c are ledgers illustrating scoring for a fantasy game basedon basketball according to an embodiment of the invention;

FIG. 5 is a block diagram of a system for administering a fantasy gameaccording to an embodiment of the invention;

FIG. 6 is a flow chart showing a method for engaging in a fantasy gameaccording to an embodiment of the invention;

FIG. 7 is a flow chart showing a method for engaging in a fantasy gameaccording to an exemplary embodiment of the invention;

FIG. 8 is a flow chart showing a method for administering a fantasy gameaccording to an embodiment of the invention;

FIG. 9 illustrates a method and system for collecting performance dataaccording to an embodiment of the invention; and

FIG. 10 is a block diagram showing data collection according to anembodiment of the invention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

Reference will now be made in detail to the preferred embodiments of theinvention, examples of which are illustrated in the accompanyingdrawings. The invention may, however, be embodied in many differentforms and should not be construed as being limited to the embodimentsset forth herein; rather, these embodiments are provided so that thisdisclosure will be thorough and complete, and will fully convey theconcept of the invention to those skilled in the art. In the drawings,the thicknesses of layers and regions are exaggerated for clarity. Likereference numerals in the drawings denote like elements.

FIG. 2 is a flow chart illustrating the administration of a plurality offantasy games according to an exemplary embodiment of the invention. Asshown in FIG. 2, a game server creates 200 and hosts a plurality offantasy games. The exact number of fantasy games available on the gameserver is a factor of demand. As existing fantasy games are filled, thegame server can automatically add additional fantasy games.

In an embodiment of the invention, managers have the ability to manuallycreate custom fantasy games on the game server. When fantasy games aremanually created by a manager, the manager can set certain fantasy gamecharacteristics such as number of managers, roster size, rosterpositions, cost to join, and distribution of prize monies. When amanager creates a custom fantasy game, the manager can send invitationsto selected others and specify a password so that only those with thepassword may enter the fantasy game.

In another embodiment of the invention, a fantasy game can have capacityfor as many as twenty mangers who compete directly against each other.In yet another embodiment a fantasy game can have capacity for exactlytwo managers who directly compete in a head to head match up. A fantasyteam in a fantasy game can have exactly one roster position or as manyas fifty roster positions. The game server can check to ensure that thenumber of fantasy teams multiplied by the number of roster positionsdoes not exceed the number of fantasy players eligible to be drafted.

When a manager logs on to the game server, a matching engine suggests210 a number of fantasy games in which the manager may be interested.Suggestions can be based upon the manager's history of fantasy gameplay. For example, if the manager often participated in fantasy gameshaving six managers, the matching engine can present a list of fantasygames which also have capacity for six managers. In another example, ifthe fantasy manager often participated in fantasy games in which theentry fee was five dollars, the matching engine can present a list offantasy games which also have an entry fee of five dollars.Alternatively, if the manager is a frequent winner of fantasy gameshaving a five dollar entry fee, the matching engine can present a listof fantasy games having a higher entry fee. The matching engine canpresent a list of fantasy games in which previous opponents are playing.It will be appreciated by one having ordinary skill in the art that theabove described criteria for suggesting a fantasy game to a manager areonly exemplary and that additional criteria covering the full breadth ofa manager's historical data are contemplated.

When the game server creates a fantasy game, the fantasy game becomesavailable for all managers who are currently using the game server. Anymanager may join 220 a game created by the game server until the fantasygame's capacity of a predetermined number of managers is reached. Whencapacity is reached, a countdown begins. The countdown gives managers anopportunity to peruse the real-world player candidacy pool and rankfantasy players for selection during the draft.

After the countdown, the fantasy draft begins 230 immediately. Allmanagers are randomly assigned a draft seed by the game server. Amanager who creates a custom fantasy game can manually assign draftseeds. The manager with the number one seed is the first to select afantasy player. Managers take turns selecting fantasy players in orderof their draft seed. When the manager having the lowest draft seedselects a fantasy player, the draft order is reversed. The next round ofdrafting begins with the manager having the lowest draft seed andcontinues in turn to the manager having the highest draft seed. Draftingcontinues in this fashion until all roster positions of the fantasyteams are filled.

The draft process can often take many hours. A fantasy game can consistof ten teams, each with eight roster positions. If each manager takestwo minutes to make a draft selection, the draft could take two hoursand forty minutes. In an embodiment of the invention, managers have alimited time in which to make each draft selection. The limited time canbe set by the game server to be any value, however fifteen seconds,twenty seconds, thirty seconds, forty five seconds, and sixty secondshave been found to be beneficial. The shortened draft time adds to thethrill and excitement of the fantasy game while simultaneously speedingup the draft process. In an embodiment where draft selections arelimited to fifteen seconds, a complete draft of ten teams with eightroster positions takes only twenty minutes.

In an embodiment of the invention, fantasy rosters are locked after thedraft and managers are can not make substitutions. In anotherembodiment, managers can make substitutions until the beginning of thefirst game of the underlying real-world events. In ywt anotherembodiment, mangers can make substitutions of any fantasy player who'scorresponding real-world player has not begun to perform in an event.

When the fantasy draft is completed, the fantasy game begins 240. Duringthe fantasy game, fantasy players are awarded points when the underlyingreal-world performer performs certain feats. For example, a footballplayer may be awarded six points for scoring a touch down. A basketballplayer may be awarded two or three points for scoring a field goal. Abaseball player may be awarded one point for catching a fly ball.

A fantasy game according to an exemplary embodiment of the inventionpersists 250 for a short period of time in comparison to a traditionalfantasy game. While a fantasy game according to the prior art can lastfor the length of an entire athletic season, game duration according toembodiments of the invention can be for less than one week. According toan embodiment of the invention, a fantasy game starts on a Sunday andends on a Monday. In another embodiment, a fantasy game starts on aThursday and ends on a Monday. In yet another embodiment, a fantasy gamestarts and ends on a Sunday. In an alternative embodiment, a fantasygame starts and ends on a Saturday. In yet another alternativeembodiment, a fantasy game lasts for one week or less. In an embodiment,a fantasy game lasts for six hours or less.

At the end of the fantasy game, the manager who has accumulated the mostpoints is declared 260 the winner. If the fantasy game had an entry fee,the winner can be awarded a portion of the combined entry fees from allmanagers. In an embodiment of the invention, the fantasy game providertakes a portion of the entry fees. In another embodiment of theinvention the first, second, and third place managers are awarded aportion of the combined entry fees.

FIG. 3 is a ledger illustrating scoring for a fantasy game based onfootball according to an embodiment of the invention. As shown in FIG.3, each roster position 310, is awarded points for each category 320.The scores for each point category 320 are totaled to determine a totalscore for that roster position 330. The total score 330 for each rosterposition 310 is totaled to determine a total score for the fantasy team340. The fantasy team with the highest total score wins the fantasygame.

In a fantasy game based on baseball, basketball, and hockey, eachfantasy team is scored based on their standing for each individual pointcategory. The fantasy team with the highest score in any given pointcategory is awarded an amount of points equal to the number of teams inthe fantasy league (i.e. in an 8-man league, first place in Home Runsreceives 8 points). Each other fantasy team in that point category isawarded one less point than the fantasy team above it (i.e. 2nd place inhome runs for an 8-man league receives 7 points, 3rd receives 6 points,etc). Once each point category has been scored, the fantasy team's totalscore is the sum of all point categories. The fantasy team with thehighest score wins.

FIGS. 4A-4C are ledgers illustrating scoring for a fantasy game based onbasketball according to an embodiment of the invention. As shown inFIGS. 4 a-4 c, for each point category 400, managers 410 are rankedaccording to their accumulated points 420 in that category. The topmanager 430 can be awarded a score 440 equal to the number of managersin the league. Each subsequent manager is awarded 1 less point than theprevious. The lowest ranked manager 450 receives a score of 1. To obtaina final score for a manager 410, the scores from each category aretotaled 460. The manager with the highest score 470 is the winner of thefantasy game.

FIG. 5 is a block diagram of a system for administering a fantasy gameaccording to an exemplary embodiment of the invention. As shown in FIG.5, the system for administering a fantasy game includes a game server500, a game engine 505, at least one client 510, an authenticationmodule 520, a virtual lobby 530, a matching engine 540, a plurality offantasy games 550 a-550 c, and a scoring module 560.

The game server 500 hosts fantasy games 550 a-550 c and provides accessto features of the fantasy game. The game engine 505 creates andconducts fantasy games 550 a-550 c. The game engine 505 can enforceproper sequencing and timing for drafting and wagering in a fantasygame.

The client 510 can connect to the game server 500 via an internet ornetwork connection. The client 510 can be owned and operated by amanager (not shown). The client 510 can be a general purpose computingmachine, an internet enabled cellular telephone, or a specialized devicemanufactured for the purpose of connecting to the fantasy game server500. The client 510 can be loaded with proprietary software produced bythe fantasy game provider. The proprietary software can be downloadedfrom the internet and installed by the manager or the proprietarysoftware can be distributed by physical media. Alternatively the client510 can be configured with general purpose software such as a webbrowser for connecting to the game server 500 using the hyper texttransfer protocol.

The client 510 and game server 500 can be owned by a single entity suchas a bar, restaurant, or casino. The client 510 can be dedicated,special purpose computing machine loaded with proprietary softwarespecifically for the purpose of interfacing with the game server via alocal area network or a wide area network. The interfacing can occurwirelessly or wired through standard technologies such as 802.11b/g,WiMAX, or standard Cat5e cabling.

When the client 510 connects to the game server 500, the client 510forwards credentials to the server 500. The credentials can serve toidentify the client 510 and the manager by an identifier such as a username. The credentials further serve to authenticate that manager toaccess the game server 500 by means such as a password. When the gameserver 500 receives the credentials the game server 500 forwards thecredentials to an authentication module 520. The authentication module520 can verify the identified manager is a manager registered to use thegame server 500 and that the authentication means are valid. Upon properauthentication, the client 510 is granted access to the game server 500.

In an exemplary embodiment, the system for administering a fantasy gameprovides a virtual lobby 530. The virtual lobby 530 is a visualinterface which provides the client 510 access to the game serversfeatures. An exemplary list of features includes: entering an existingfantasy game by browsing a list of available games, the entering into anexisting fantasy game by searching for a game, creating a new fantasygame, and locating games in which friends of the manager are currentlyplaying.

When browsing a list of available games, the list can be limitedaccording to certain criteria specified by the manager. An exemplarylist of these criteria include entry fee, game size, roster size, andthe type of real-world events upon which the fantasy game is based. Whensearching for a fantasy game, the manager may search upon similarcriteria.

The virtual lobby can also have a messaging component where managers canexchange ideas, look for people to challenge, or otherwise engage inchat about the fantasy game. The virtual lobby may also support theability for managers to invite friends and issue challenges to othermanagers.

The system for administering a fantasy game can also provide a matchingengine 540. The matching engine 540 provides customized suggestions offantasy games in which players may be interested. For example, thematching engine can suggest games having similar characteristics toprevious fantasy games played by a manager. If the manager has had muchsuccess in fantasy games having few managers, the matching engine maysuggest larger fantasy games to broaden the competition. In anotherexample, the matching engine may suggest fantasy games in which friendsor previous opponents of the manager are playing.

The game server 500 further provides a plurality of fantasy games 550a-550 c. A fantasy game 550 a has a plurality of fantasy teams 551, eachrespectively having a plurality of roster positions 552. Fantasy games550 a-550 c can be automatically created by the game server 500 inresponse to demand or manually created by individual managers. Fantasygames 550 a-550 c can formed according to varying specifications. Thefantasy game server 500 can accommodate fantasy games having two totwenty fantasy teams although in practice most fantasy games will havetwo to twelve fantasy teams. The fantasy game server 500 can supportfantasy teams having one to fifty fantasy players. The game server 500can check to ensure that there are an adequate number of fantasy playersfor a fantasy game having a given number of fantasy teams and rosterpositions before creating a fantasy game.

The system for administering a fantasy game can provide for a scoringmodule 560 which maintains data about the fantasy game the underlyingreal-world performances. Managers may use the client 510 to monitor thescoring module data. In head-to-head matchups, the client 510 shows thescores of both managers. If the manager is participating in a fantasygame having more than two managers, the client 510 shows the managerwith the highest score. If the manager is the current leader in thefantasy league, the client 510 shows the second place manager's scorealong with manager's own score.

In an exemplary embodiment, the client 510 can receive live updatesalerts from the game server 500 regarding the underlying real-worldperformances. Updates can be available to managers through the client510. Example live updates alerts include: real-world team news,real-world player news/injuries, automated real-world game alertsincluding red zone or scoring notification, automated fantasy alerts,scoring summaries, and current drive. Additionally the client 510 canreceive game-wide alerts regarding major injuries, milestones, orevents.

In an exemplary embodiment, the system for administering a fantasy gameprovides a social networking module 570 which integrates with socialnetworking sites, such as Facebook®, MySpace®, or Twitter®. The socialnetworking module allows managers to identify friends from other socialnetworks that have existing accounts with the fantasy game provider andto invite new friends to the fantasy game using the management tool. Thesocial networking module allows mangers to see friends who are currentlyplaying fantasy games and to maintain a list of friends for easyreference. Additionally, the social networking module may have statusupdates from the fantasy game manually or automatically posted to anexternal social networking site.

FIG. 6 is a flow chart showing a method for engaging in a fantasy gameaccording to an exemplary embodiment of the invention. As shown in FIG.6, a manager can enter 600 the virtual lobby and matching engine. At 610a manager can either join an existing fantasy game 630 or create a new,custom fantasy game 620.

If the manager chooses to join an existing game, the manager can eitherselect a game by browsing a list of available games. Alternatively, thematching engine can suggest 650 a subset of available games to themanager. When the manager selects an existing fantasy game the waits 670for the requisite number of managers to join and for the draft to begin.

If the manager chooses to create 620 a new, custom game, the managermust first specify the options for the fantasy game. Exemplary optionsinclude the type of event upon which the fantasy game is based, thenumber of teams, roster positions per team, and whether the customfantasy game is “locked” or “open”. A “locked” game is available byinvitation only and requires a password to participate. An “open” gameis listed with all other fantasy games hosted on the game server andopen for all managers to join. When the fantasy game is created, themanager waits for the game to be filled with other managers and for thedraft to begin 670.

FIG. 7 is a flow chart showing a method for engaging in a fantasy gameaccording to an exemplary embodiment of the invention. As shown in FIG.7, a manager can enter 700 the lobby and utilize the matching engine tofind 710 another manager to challenge in a head to head match. In a headto head match, a manager selects exactly one other manager to challengein a fantasy game. The challenger creates 720 a fantasy room and invites730 the opposing manager. When both managers have arrived accepted thechallenge, and entered the head to head fantasy game, the draft begins750.

FIG. 8 is a flow chart showing a method for administering a fantasy gameaccording to an embodiment of the invention. As shown in FIG. 8, oncethe requisite number of players have joined the fantasy game, the draftcountdown begins 800. During this time managers have an opportunity toexamine the fantasy player candidacy pool, strategize, and rank thefantasy players. At the end of the countdown, the draft begins 810.During the draft, managers have a limited time to select a fantasyplayer. If a manager does not make a selection, the game server willmake a selection automatically based upon the managers pre-draftrankings and a system ranked list of relative player desirability. Whenthe draft is completed 820 the fantasy game begins 830. The fantasy gameruns for a predetermined duration, typically until the end of thecurrent day. When the fantasy game is complete, scores are tallied and awinner is declared 840.

FIG. 9 illustrates a method for collecting performance data according toan embodiment of the invention. As shown in FIG. 9, a video feed of theperformance is captured at the location of the performance 900 and sentto a satellite 910 for distribution via a satellite TV provider such asDirecTV. Data is collected by two redundant teams 920 a and 920 b of twopersons watching the satellite video feed on standard televisions. Eachteam is located on opposite sides of the United States to hedge the riskof atmospheric conditions disrupting the satellite feed. Each teamincludes a time keeper 935 a and 935 b who records the time ofindividual acts of the performance and a statistician 930 a and 930 bwho records the details of the act.

FIG. 10 is a block diagram showing data collection according to anembodiment of the invention. As shown in FIG. 10, statistical data 940is data which quantifies the specific acts that constitute thereal-world performance. Statistical data is stored in a statisticaldatabase 950. Timing data 945 is the time when each of the specific actsconstituting the real-world performance occurred. Timing data is storedin a timing database 955. For example, in a baseball game, statisticaldata may show that a batter had four hits. The timing data shows thetime each of the hits occurred.

Data from both the statistical database 950 and the timing database 955are synthesized in the performance engine 960 where statistical eventsare correlated with timing information and fantasy player rosterselections from a performance database 970. Synthesized data is storedback in the performance database 970. Data from the performance databasecan then be matched to a period that a fantasy player was on the rosterof a fantasy team. Matching allows the fantasy player to accrue pointsfor the fantasy team based on the performance of the real-world player.

It will be apparent to those skilled in the art that variousmodifications and variations can be made in the method and system forplaying a fantasy game of embodiments of the invention without departingfrom the spirit or scope of the invention. Thus, it is intended thatembodiments of the invention cover the modifications and variations ofthis invention provided they come within the scope of the appendedclaims and their equivalents.

1. A system for administering a plurality of fantasy games comprising: agame server for hosting the plurality of fantasy games; a client forconnecting to the game server; a virtual lobby for accessing theplurality of fantasy games hosted on the game server; a first fantasygame which persists for a predetermined duration comprising: a firstfantasy team comprising a first plurality of roster positions; a secondfantasy team comprising a second plurality of roster positions; afantasy draft wherein a first manager selects a first fantasy playercorresponding to a first real-world performer in a first real-worldevent; and a scoring module for awarding points to the first fantasyteam and the second fantasy team and for determining a winner betweenthe first fantasy team and the second fantasy team at the expiration ofthe predetermined duration.
 2. The system of claim 1 further comprisinga matching engine for suggesting a subset of the plurality of fantasygames;
 3. The system of claim 2 wherein the suggesting includes ananalysis of the play history of the first manager.
 4. The system ofclaim 2 wherein the subset includes a second fantasy game in which aprevious opponent of the first manager is playing.
 5. The system ofclaim 2 wherein the subset includes a second fantasy game having asimilar fantasy game characteristic to a previous fantasy game in whichthe first manager participated.
 6. The system of claim 1 wherein thepredetermined duration is less than one week.
 7. The system of claim 1wherein the predetermined duration is two days.
 8. The system of claim 1wherein the predetermined duration begins at a start of the firstreal-world event on a Sunday and the predetermined duration ends at atermination of a second real-world event on the Sunday.
 9. The system ofclaim 1 wherein the fantasy draft further comprises: a second fantasyplayer corresponding to a second real-world performer in a secondreal-world event; a third fantasy player corresponding to a thirdreal-world performer in a third real-world event; a fourth fantasyplayer corresponding to a fourth real-world performer in a fourthreal-world event; and a second manager who selects the second fantasyplayer wherein the second manager selects the third fantasy playerbefore the first manager selects the fourth fantasy player.
 10. Thesystem of claim 1 further comprising an authentication module forauthenticating the client to the game server.
 11. A method foradministering a plurality of fantasy games comprising: hosting theplurality of fantasy games on a game server; connecting to the gameserver with a client; providing a virtual lobby for accessing theplurality of fantasy games hosted on the game server; selecting a firstfantasy game which persists for a predetermined duration, the firstfantasy game comprising: a first fantasy team comprising a firstplurality of roster positions; a second fantasy team comprising a secondplurality of roster positions; a fantasy draft wherein a first managerselects a first fantasy player corresponding to a first real-worldperformer in a first real-world event; and a scoring module for awardingpoints to the first fantasy team and the second fantasy team and fordetermining a winner between the first fantasy team and the secondfantasy team at the expiration of the predetermined duration.
 12. Themethod of claim 11 further comprising browsing the plurality of fantasygames hosted on the game server.
 13. The method of claim 11 furthercomprising generating a subset of the plurality of fantasy games hostedon the game server.
 14. The method of claim 13 wherein the generatingincludes an analysis of the play history of the first manager.
 15. Themethod of claim 13 wherein the subset includes a second fantasy gamesimilar to a previous fantasy game in which the first managerparticipated.
 16. The method of claim 11 wherein the predeterminedduration is less than one week.
 17. The method of claim 11 wherein thepredetermined duration is two days.
 18. The method of claim 11 whereinthe predetermined duration is one day.
 19. The method of claim 11wherein the predetermined duration begins at a start of the firstreal-world event on a Sunday and the predetermined duration ends at atermination of a second real-world event on the Sunday.
 20. The methodof claim 11 wherein the fantasy draft further comprises: a secondfantasy player corresponding to a second real-world performer in asecond real-world event; a third fantasy player corresponding to a thirdreal-world performer in a third real-world event; a fourth fantasyplayer corresponding to a fourth real-world performer in a fourthreal-world event; and a second manager who selects the second fantasyplayer wherein the second manager selects the third fantasy playerbefore the first manager selects the fourth fantasy player.